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Wilderness Travel & Encounters/Day - How do you handle it?
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<blockquote data-quote="Polisurgist" data-source="post: 6869261" data-attributes="member: 6821654"><p>My grappling with this eventually led to a house rule that required (usually*) a full 24 hours of sleep and light activity for a long rest, while keeping short rests at an hour. I ran one campaign where I tried just amping up the difficulty on wilderness encounters, but that tended to fall one way or the other too easily, as well as making random encounters more difficult and kind of more the "star" of the adventure over the more planned, "balanced" ones.</p><p></p><p>The interesting thing I found is that while I thought this would make it more difficult to design dungeons and other circumstances where you <em>do</em> expect rapid-fire encounters, the opposite has tended to be true. I can still have the 6-8 encounter "adventuring day" take place in a single day as long as the characters have an opportunity to recuperate before going in, and my adventures have ended up paced a lot more like an Indiana Jones movie, with fewer combats that have more on the line.</p><p></p><p>*I killed two birds with one stone here really and tried to give a good reason to spend some coin on higher lifestyle, even if temporary, by letting nicer circumstances lead to faster long rests: (<em>link to my campaign site redacted because I'm new</em>)</p></blockquote><p></p>
[QUOTE="Polisurgist, post: 6869261, member: 6821654"] My grappling with this eventually led to a house rule that required (usually*) a full 24 hours of sleep and light activity for a long rest, while keeping short rests at an hour. I ran one campaign where I tried just amping up the difficulty on wilderness encounters, but that tended to fall one way or the other too easily, as well as making random encounters more difficult and kind of more the "star" of the adventure over the more planned, "balanced" ones. The interesting thing I found is that while I thought this would make it more difficult to design dungeons and other circumstances where you [I]do[/I] expect rapid-fire encounters, the opposite has tended to be true. I can still have the 6-8 encounter "adventuring day" take place in a single day as long as the characters have an opportunity to recuperate before going in, and my adventures have ended up paced a lot more like an Indiana Jones movie, with fewer combats that have more on the line. *I killed two birds with one stone here really and tried to give a good reason to spend some coin on higher lifestyle, even if temporary, by letting nicer circumstances lead to faster long rests: ([i]link to my campaign site redacted because I'm new[/i]) [/QUOTE]
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